Three Questions

mysticssjgoku42mysticssjgoku42 Join Date: 2004-06-18 Member: 29370Members
I put levels for windows to open up after 1 structure is destroyed and it didn't work at all.

The names were correct but once the armory was destroyed (level1) the door didn't open, and i know how to map and it is not an error of mine.

Another is when i put weapons and armor down they did not appear in game.

Third is how can i setup the info_mapinfo entity, i look in the entity description and the mapping faq but it doesn't tell me how to set it up. -_-


Well thanks.

Comments

  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    If you mean like the trigger on death stuff I dont think it works (or maybe im jsut stupid as alwase) but when I tryed to add explosions to the cc when it died they never ran
  • mysticssjgoku42mysticssjgoku42 Join Date: 2004-06-18 Member: 29370Members
    alright thats not good to hear but i still need to know why the weapons dont spawn and how to setup the info_mapinfo entity
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    edited July 2004
    the weapons don't spawn because they dont work afaik.

    and for the info_mapinfo you should get familliar with the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#info_mapinfo' target='_blank'>Mapping Guidlines</a>

    edit: and next times, these questions in the mapping help and troubleshooting forum. thanks
  • mysticssjgoku42mysticssjgoku42 Join Date: 2004-06-18 Member: 29370Members
    jesus christ you should get familiar with reading my first post.
    It doesn't tell me how to do the coordinates.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2004
    <!--QuoteBegin-mysticssjgoku42+Jul 30 2004, 07:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mysticssjgoku42 @ Jul 30 2004, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> jesus christ you should get familiar with reading my first post.
    It doesn't tell me how to do the coordinates. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Kind of hostile response dont you think...

    Anyway, this guide rocks for mappers new to the ns mapping or not familiar with the ns entities --> <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix6.php' target='_blank'>Quick Start Guide to Mapping for Natural Selection</a> Written by ChromeAngel
  • mysticssjgoku42mysticssjgoku42 Join Date: 2004-06-18 Member: 29370Members
    edited August 2004
    why would they put them in the fgd if they don't work... man

    is there an entity that i can put weapons to each player after it is triggered then?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <span style='color:orange'>MOVED</span>
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    next time think twice before you start attacking someone, or you might not get the help you want later on. Noone is perfect, and that somone understands it wrong what you write can always happen <img src='http://www.unknownworlds.com/forums/style_images/TSA_Skin-975/icon2.gif' border='0' alt='user posted image' />

    anyway...
    yes, it is possible to equip players with weapons, and no, it does not work 100% properly.

    What works properly is, to equip the marine with any marine weapon, but when it comes to aliens, it doesn't, but it is possible to get it working.
    okay, the general idea about equipping players with weapons is the following:
    place a game_player_equip into your map and enter 1 or 2 in the field "Team master". 1 will make it work for marines, 2 will make it work for aliens. So if you want to equip aliens and marines, you will need two game_player_equip.
    Now turn off smart edit, and use the "add" button to add new values.
    There you enter the weapons / items the player shall be equipped with (use the value after the = ) in the field "key". And that is:

    for marines:
    LMG = weapon_machinegun
    Pistol = weapon_pistol
    HMG = weapon_heavymachinegun
    GL = weapon_grenadegun
    SG = weapon_shotgun
    Welder = weapon_welder
    Mine = weapon_mine
    Medpack = item_health
    Ammo = item_genericammo
    JP = item_jetpack
    HA = item_heavyarmor

    for Alien:
    bite = weapon_bitegun
    parasite = weapon_parasite
    leap = weapon_leap
    xenocide = weapon_divinewind
    umbra = weapon_umbra
    spores = weapon_spore
    slash = weapon_swipe
    gore = weapon_claws
    devour = weapon_devour
    stomp = weapon_stomp
    charge = weapon_charge
    acid rocket = weapon_acidrocketgun
    bilebomb = weapon_bilebombgun
    spikes = weapon_spikegun
    spitgun = weapon_spit
    blink = weapon_blink
    metabolize = weapon_metabolize

    in the field "value" usually enter 1 there. except for ammo and mines. there you can go up to a higher amount if you want.

    Now. if you would do that, you could get it working for marines, and equip them. Aliens don't get equipped.
    To get aliens equipped with their alien weapons, it takes a bit more work.
    go to your nsp folder and open the file ns.fgd with a texteditor. Scroll down to the last line and make a new one and enter this in there:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_weaponstrip : "Strips player's weapons" []<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    save & close the file and reopen Hammer.
    When you check your point entity list now, you will find a new entry called "player_weaponstrip". That's what you will need to remove all weapons from the player.

    What to do now is to create a trigger_multiple around the spawns of each team, or close to them.
    Then you need one game_weaponstrip, one game_player_equip and one multimanager for each trigger_multiple.
    Go to the trigger_multiple of the alien side and open it's properties. In the field "Target" enter "a_strip_mm". Now give the game_weaponstrip of the alien side the name "a_strip" and the alien game_player_equip the name "a_equip". Open the properties of the multimanager and give it the name "a_strip_mm" and after that take off smart edit and add the following:
    Key: a_strip
    Value: 0.3
    and
    Key: a_equip
    Value: 0.5

    The game_player_equip needs the weapons the aliens should be equipped with, like I wrote at the very beginning.
    Now do the same with the marine side, just with another names.

    What will happen now?
    The player walks or spawns in the trigger_multiple, which will trigger the multimanager. Then 0.3 seconds later he will get all weapons removed and at 0.5 seconds he'll be euqipped with the weapons you want him to have. And yes, NOW it will also work with the alien weapons.

    But now to the bad side of this..
    you need to place the trigger_multiple 's somewhere, where the other team is not able to get. Otherwise they would get their weapons removed and would not get new weapons. And you would also need it wo place that the player can't get back to it by it's own, because that would give the marines the possibility for endless ammo/mines etc.
    How you solve that, is up on you.
    Another thing is, that this isn't that good for co maps, since the marines would get removed from their weapons they gained by spending a level on it.

    Anyway.. Now you know how it works. If and how you use it is your problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    If you find typos, you can keep them.
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